Archive for the ‘CMO news’ Category
Tuesday, January 10th, 2012
 Image courtesy of Games Workshop US
Last week I took a look at the Chaos Marauders, but I’d be remiss if I didn’t do an article on the glorious Warriors of Chaos themselves. The Warriors of Chaos boast what is arguably the best core troop. With access to an easy 3+ armor save, high strength and toughness, and solid initiative to boot, the Warrior of Chaos is a fearsome fighter. All of this close combat prowess comes at a cost — they mostly skip the shooting and magic phases, and they bring a hefty points cost with them. Let’s examine what uses they can have in a Warriors of Chaos army though:
The All-Rounder: 17 points
Seventeen points is a steep cost for your basic troop, with extra points buying you a shield and halberd. While you can’t use both in close-combat, the shield provides an essential boost to your armor save against missile fire while you’re getting there. Halberds will give you two S5 attacks per Warrior in the front rank, three for your Champion. The end result? A couple of ranks five-wide with full command will net 16 S5 attacks at WS5 and I5. That is downright menacing. Including the Mark of Khorne on the unit will up the ante to 21 S5 attacks.
The Brick Wall: 16 points + Mark of Tzeentch
For a more defensive-minded unit, forego the halberd and give the unit a Mark of Tzeentch. This will give you a 3+ armor save and a 5+ parry save in close combat. At range, you have a 3+ armor save and a 6+ Ward save. This means you will shrug off 92.5% and 90.7% of S3 hits in combat and at range, respectively. Those numbers are still very respectable at 83.3% and 79.2% if you’re looking at S4 hits. Such an expensive anvil will require proper protection to ensure they don’t run off, as you will not have steadfast. Nonetheless, they will take a licking and keep on ticking.
The Meatgrinder: 16 points + Mark of Khorne
You could forego defense entirely and just buy an extra hand weapon. With the Mark of Khorne, you now have 4 attacks per front model. It’s worth noting that this doesn’t really boost your second rank, but if you’re running a wider frontage (like a horde, if the situation warrants it) then you’ll be in for a treat. Even in most situations, running 6-wide is an option, meaning you’ll have 25 attacks from the front tank with a Champion, all striking at S4. This build can work well if you know you’ll be facing a lot of weaker troops, where S4 (and its corresponding -1 Armor Save penalty) are sufficient to inflict casualties and numbers are more important.
Other Thoughts:
There are a few things I’d like to point out about the Warriors’ options. Great Weapons strike me as a total waste. While you do get an awesome S6, you’re wasting your Warriors’ I5. Sure, they’re armored enough to withstand a round of combat and then strike back, but you’re already paying for that I5. Even with Mark of Khorne, there are better and cheaper ways to fit Great Weapons into your list (see: Marauders).
Mark of Nurgle is a promising idea if you know you’ll be facing a heavy shooting phase. Keep in mind that the -1 to hit only applies in the shooting phase, and becomes a WS modifier when being hit in close combat. This means that you’ll rarely see the benefits in combat, but it can be useful to keep your boys alive until they get there. Of course, it should be weighed against Mark of Tzeentch, which will reduce all casualties by 1/6 anyways with its free Ward Save.
The Blasted Standard should be used in any decent-sized army, and the Warriors are a great candidate. It works well with Knights as well, but having Blasted Standard and Mark of Tzeentch gives you a 4+ Ward Save against all attacks made in the shooting phase, which is huge.
In Summary:
Your Warriors are tough as nails, but they’re not indestructible. Using other units like Marauders, Warhounds, and mounted units will let them get into combat quickly and do what they do best. Your number one goal should be to get them stuck-in combat and protect them from shooting. Even against enemy combat specialists, the Warriors will put up a respectable fight. If you manage to get the drop on an unsuspecting squishy unit, sit back and let the fireworks begin!
Tags: Chaos, games workshop, gaming, warhammer, Warhammer Fantasy Posted in CMO news, WH Fantasy Battle, games workshop | No Comments »
Thursday, January 5th, 2012
The Crisis Battlesuit is the backbone of the Tau army, and an immediately recognizable touchstone to an entire genre of sc-fi action. Visually striking and tactically flexible, there is a lot to like about battlesuits despite they and the Tau being a demanding army to command. Even with their shortcomings though, battlesuits can own the opponent’s advancing line by raining down fire.
 Time to don the mantle of the hero.
Crisis Suit Basics:
- Battlesuits are fairly cheap, and possess a statline that gives them staying power.
- They have access to almost every gun in the tau arsenal, making them cross-role easily.
- Their “jump-shoot-jump” ability makes them difficult to pin-down, and able to perform sneaky tactics for the skilled general.
- They provide something that nothing else in the tau army can—lots of shots, where you want them, on something that can survive counter fire. Like everything in the Tau codex though, battlesuits are pretty much through if caught in close combat.
Advanced Tactics:
- Battlesuits are all about mid to long range fire suppression thanks to their combination of traits and weapon slots. Strongly consider equipping the missile pod + plasma rifle combo.
- Battlesuits are the Tau codices’ tough guys, but they still need finesse to succeed. Target selection, markerlight hits, and the unit’s jetpack move are essentials.
- A battlesuit’s maneuverability makes it very easy for them to gain cover. Consider jumping them in front of, and then behind a line of kroot or advancing devilfish so that you always gain clear line of sight, and then evade.
- Deep striking is almost always a gamble that doesn’t pay off, because battlesuit’s loose their ability to use their jetpack move during the turn that they arrive.
- Battlesuit’s have a disappointingly mediocre BS. If you want their firing its most optimal, get some markerlights on their targets.
- Complexity isn’t always a good thing. Although the battlesuits come with a ton of options, they rarely benefit your army by taking them.
- While battlesuits have an attractive S5, they’re still terrible in close combat. Since they’re so useful for a tau army, it benefits you to do whatever you can to avoid being caught by melee attackers.
 Battlesuits count as jump infantry, so you can get a cover save thanks to defending units. For the Greater Good!
War Gear
Few units in the game still come with as many options as XV8 suits, but most of this gear has become obsolete or is too expensive for practical use. Here’s a quick rundown of what’s available:
- Weapons systems are ultimately what the battlesuit is all about.
- Burst cannon: The STR5 standard is a fair choice for battlesuits, but only if you’re fighting horde armies. The Tau have enough STR5 shooting from other sources that a burst cannon on your powerful suits is usually wasted fire.
- Flamer: I would only take these in the twin-linked variety, because if you’re close enough to use them, you’re close enough to be charged by whatever isn’t burned to death. In general, these should be avoided, but if you know that you’ll be facing imperial guard, orks, or tyranid, they can come in handy.
- Fusion Cannon: While the melta traits of this gun are attractive, there are better platforms for this weapon than an XV8 battlesuit. Basically, if you can use it, you’re going to be charged on the next turn—and killing a single tank is almost never worth it. Use piranhas to speed fusion cannons to targets, and keep your suits safe laying down cover fire.
- Missile Pod: Now we’re talking. Excellent range, solid stopping power, and a crazy cheap price tag make the missile pod almost a mandatory choice.
- Plasma Rifle: After the missile pod, this is my go-to gun. Although expensive, it gives you the combination of high STR and low AP that makes it a serious threat to your enemies key units, like terminators or monstrous creatures.
- Blacksun Filter: Since battlesuits will usually be fighting at range, blacksun filters can become handy, though the current edition of the game uses nightfighting only in one game turn.
- Drone Controller: The ability to take drones can be handy, but remember that if you have more drones than battlesuits in your unit then you most use their majority statistics, which is no good. Keeping a shield drone on hand to absorb melta, or lascannon shots is never a bad idea though.
- Multi-tracker: Mandatory if your battlesuit isn’t sporting a twin-linked system.
- Shield Generator: Taking the shield generator gives you very little benefit over what a shield drone, especially since the kinds of the things you want to defend against will instant kill a battlesuit if you fail the invulnerable save anyway—you may as well have it kill a drone!
- Target Lock: A perfect example of why the tau codex is due for an update—references about rules that aren’t even in the game anymore.
- Targeting Array: A great choice if you a utilizing a twin-linked weapon system, such as a missile pod or fusion blaster, or if your list is short on markerlights.
 Don't shoot at more than your guns can handle. Targets like this Rhino are sure things for XV8s.
Off the Sprue
Battlesuits have a solid model, suitably dramatic and tough looking. The kit comes with almost every weapon choice available (except for the ion blaster and airbursting frag), as well as the primary wargear options. The suits limbs are very easy to convert, letting you give your suits some great poses. Overall the kit is very paintable, so long as you’re good at painting smooth coats; there are lots of broad surfaces. Magnetizing weapons is easy, given its size. Overall a good kit, though more variants for heads, etc. would be great. Here’s hoping for an update to accompany the next codex.
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Tuesday, December 20th, 2011
Now that I’ve consistently been putting paint to minis, I figured it’d be a good idea to do a quick tutorial on how my Warriors of Chaos come to be. I’ve gotten a few compliments on them, which is always great because they’re quick to whip up to a tabletop standard and look really sharp as a regiment. This is what we’re going to make:

Step 1: Base Coats
The first step is to get the main colors down. Take a hefty amount of Scab Red and thin it down a bit. You’re going to slather it on most of the mini: the head, armor plates, and the front/back of the cape. Next, take some Calthan Brown and hit the horns, shoes, weapon handle, and fur. Carefully get the belt as well, don’t worry about painting over the metal buckles. Finally, take some Boltgun Metal and do the blades, chainmail, and shields. Make sure to get the edges and back of the shield too! Here’s where we are so far:

Step 2: Red Stripe
Take some Blood Red and start lining the edges of the armor. Make sure to get thigh plates, shoulder plates, gloves, and the helmet. A thin line will suffice. I’d also advise you get the collar piece, as that’s what will really make the model pop. Keep a steady hand and if you mess up, you can come back later with more Scab Red. Here’s what we’re looking for:

Step 3: Orange Line
Now take your finest brush and some Blazing Orange. You’re going to want to edge the areas you just painted red so that they have a slight line of orange on the outside. Edging is easiest when you tilt the brush at an angle against the edge you’re highlighting, although this isn’t always possible. Don’t worry if your edging looks too thin. Less is more here, and we don’t want the orange to dominate the highlight:

Step 4: Highlights and Washes
Take a lighter metal like Mithril Silver and highlight the edges of blades and the icons on the shield. Using the same edging technique as before, highlight around the edges of the shield. Pick out any other metal bits: rivets, bolts, hoops, etc. Paint the horns in your favorite manner, I chose a Dheneb Stone/Calthan Brown mix. Drybrush Dheneb stone over the furs, being careful not to touch the cape or helmet. Finally, get some Badab Black and get ready to wash! Wash the shield, pushing the wash towards the edges of the icon but off of the icon itself. Wash the chainmail to make it pop. Wash the boots and weapon handles to show their natural texture. Finally, water down a bit of Badab Black and wash the armor plates if you feel your edging is a little rough. Base to match your table or army, I just drybrush some more Dheneb Stone:
Step 5: Cloaks
My trick to cloaks is simple: blend your way up to the raised areas. Thin out some Scab Red to make a glaze and paint the cloaks again. You really want a solid red color, no splotches. Next, do a 50/50 mix of Scab Red and Blood Red, but with less water. Paint from the bottom of the cloak upwards, trying to hit the raised folds. Next do Blood Red on its own, again thinned less. With each successive layer, you should be painting closer to the center of the raised folds on the cloak, leaving darker colors in the recesses. Next do 50/50 Blood Red and Blazing Orange, and finally Blazing Orange on its own. When it’s all said and done, you’ll have some splotches, so use a Baal Red wash to bring it all together. Note that the washes will take awhile to dry, as seen on the right:

And there you have it! Finish any remaining cloak accessories (like the skulls) and basing, and you’re done! Once you get the hang of edging, it shouldn’t take long to rattle off a group of Warriors. If you’d like a cleaner look, you can smooth out the cloaks and the edging with more layers (i.e. do 2/3 Scab Red and 1/3 Blood Red before the 50/50 mix). You may get quicker/cleaner results if you use a Citadel Foundation paint for the red tone, such as Mechite Red, but the color will be different from what you see here.
Of course, you could use these techniques with other color palettes if you want your Warriors to bear the mark of another Chaos God. Using a series of Green/Yellow, Purple/Pink, or Blue/White could easily net similar results with a more Nurgle, Slaanesh, or Tzeentch feeling, respectively. Good luck!
Tags: Chaos, painting, warhammer, Warhammer Fantasy Posted in CMO news, Painting and Modeling tips, WH Fantasy Battle, games workshop | No Comments »
Saturday, December 17th, 2011
Chaosmailorder.com is extending the 25% off of retail sale on GW products until Tuesday, January 3rd, 2012.
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Thursday, December 15th, 2011
Nothing makes your game board complete like some classy scatter terrain—especially forests or vegetation. GW’s “Citadel Wood” can give you a detailed set of trees which covers about a 1’x1’ area for about $25… but for $25 dollars I could cover an entire board with forests. Creating forest pieces is probably one of the easiest terrain projects out there, making it something even first-timers can accomplish with great results. Moreover, your local craft store probably has so much variety in their artificial plant stock that you’ll be able to create a cohesive theme of many different styles of forests. Here’s what you’ll need:
- Some fake plants
- Foamcore (or cardboard if you’re in a pinch)
- Your glue gun with translucent glue.
- Your modeling knife
- A few shades of paint to match the theme of your project
Here’s how to do it:
First, go shopping. Hunt down sales and coupons for artificial plants at your local craft store. You probably won’t be needing any of the expensive, flowery plants, so you can get off cheap in most cases. A little bit goes a long way here.
 Nothing makes you feel like a man like going into the floral department of your local craft store.
Next, create a base for your section of forest. Check out my previous blog entry “Custom Bases” for steps on how to easily create bases out of foam core. I’ve seen some players create large templates of forest, but I think this is boring; it limits you to using the same shape of forest every game. I prefer creating smaller based pieces of terrain that are more modular.
 You can get lots of bases out of a single sheet of foamcore.
Clip, prune, or trim your fake plants in a way that makes sense. Use interior wires to give your foliage shape. Usually you can even leave the stems in place as tree trunks. Most plants will have leaves which create realistic looking shrubs or bowers with no alteration, but you can also get create to create weird, alien looking trees.
Now, determine where you’re going to place the plants on your bases. Consider adding a second layer of foam core to that small area, this way when you glue the plant into the base it will have more foam to stick to.
 I used a small chunk of polystyrene to add depth.
Glob on the glue, and stick the base of your foliage into the foam core. I like to twist the stems of my plants so that I maximize the coverage of hot glue. Next I take small rips of scrap foamcore and glue them around the bases of my mounds to make it look more realistic as well as add strength to the bond.
 Small groupings are OK, but always leave room for models!
Finally, paint the base of your forest with a three layer color scheme to fit the theme. I’ve been thinking a lot about Dark Sun lately, so decided to make this piece desert themed. These spiky cacti look great when set against simple browns.
 Paint order: black, dark brown, brown, light brown, beige.
With an afternoon’s work, you can have enough great looking terrain to cover an entire table! This is a great project for your group as a break between normal play, or when you wife wants to spend time making X-Mas decorations!
 Jungles and deserts-- no problem. Swamps are a little bit tougher...
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Tuesday, December 13th, 2011
It’s been awhile, but I’m back. I’ve focused on a lot of the differences between WHFB and 40k, and what to look out for. But now it’s time for what may be the most important article: how to build your first list.
As always, you need to balance your existing inventory and budget on what you’d like to spend. Luckily, most of the Battalion boxes from Games Workshop are pretty solid buys. Some are better than others, but for the most part you’ll be getting units you’ll use, along with a “free” unit that would cost you another $25 if you bought everything separately.
Going back to my Warriors of Chaos Battalion, I’ve got the following models: 20 Marauders, 12 Warriors of Chaos, 5 Knights, and 10 Warhounds. Once you factor in the cost of a General, you’re not too far off from 1000 points! It won’t bring you to a balanced 1000-point list though, so let’s start a little smaller with 750 points. Keep in mind that 750 points of WHFB isn’t exactly proportional to 750 points of 40k, where the armies tend to be smaller.

20 Marauders – 160 points
This is a solid block of relatively weak infantry. They’re actually not very weak, but relative to the almighty Chaos Warrior they appear so. Having 20 models will allow me to bring 4 ranks, which is a solid infantry block in a game this size. They’ll make a good anvil, or a tie-up unit, while I wait for the reinforcements to arrive.
I’ll equip them with humble hand weapons, Shields, and Light Armour. Their Hand Weapon/Shield combo grants them a 5+/6++ save in combat. I’ll give them a Mark of Tzeentch so they can enjoy a 5+ Ward Save in close combat. Since they’ll be a mainstay in most skirmishes, they should enjoy full command (Musician/Standard/Champion).
12 Warriors of Chaos – 279 points
Now for the scary guys! The Marauders above will give most enemy troops a tough fight; these guys just make it unfair. We’ll again give them full command, but also Halberds. Having your front line strike with 11 Strength 5 attacks is nasty…and that’s not even considering the supporting rank! Giving these guys shields is always a good option — although they can’t use them in close combat, it makes them less susceptible to shooting attacks.
Combine that with a Mark of Khorne. These guys become bloodthirsty, and gain extra attacks. Assuming you’re running two 6-wide ranks, you’re looking at 25 attacks at S5, I5! These guys become a blender. To round them out and help them get to combat a bit faster, let’s give them a Banner of Swiftness. Those extra inches can really add up!
10 Warhounds – 60 points
Warhounds are a fun little unit. They provide speed, two ranks, and never really look like a threat to your opponent. But they’ll always be there to harass flanks, deny charges, and generally disrupt. They’re not going to take out many bodies, and can crumple under any focused fire. But their main job is to buy the rest of your army time, and for 60 points it can’t be beat. I’d avoid the extra options, because they just make a throwaway unit needlessly expensive.
5 Knights (Marauder Horsemen) – 75 points
Knights took a bit of a blow in 8th Edition. Chaos Knights are still terrifying units, but they’re super expensive. Rather than build an 800-point list with a 200-point unit, and then try and add junk to reach 1000, consider playing a 750 point game and using those Knights as really scary-looking Marauder Horsemen.
Being Fast Cavalry gets them a free Vanguard move, and the ability to march and fire. To take advantage of this, I’d give them Throwing Spears (Javelins) so that they can race up to an enemy, throw some spears, and then fall back and regroup when charged. Giving them a shield will maintain their Fast Cavalry status as well as giving them a bit of armor, plus if they ever wind up in close combat it will grant them a parry save!
Chaos Sorcerer – 175 points
Ok, so you have to buy one model outside the Battalion. You can choose to go magic-heavy with a Sorcerer or combat-heavy with a Hero. In low-points games, magic’s erratic nature shows its true colors. Luckily, Chaos has some great ways to mitigate its unpredictability.
Mark of Tzeentch gives you +1 to your casting rolls, which is nice. The Lore of Tzeentch contains a number of good spells, which scale really well to small games. Upgrading to Level 2 means you get +3 to casting rolls, as well as a second spell. Add a Spell Familiar, and now you get to know 3 spells!
Of course, this magic death machine’s going to be a big target, so a few defensive items are in order. Enchanted Shield and Talisman of Protection should help with that. Now your Sorcerer has a 2+ armor save with a 5++ Ward Save. Thanks again, Tzeentch!
The Final List – 749 points
Heroes (175pts)
- Chaos Sorcerer (175pts)
Gifts of Chaos (25 p), Level 2, Lore of Tzeentch, Mark of Tzeentch, On foot
Core (574pts)
- Chaos Marauders (160pts)
Marauder Chieftain, Musician, Standard Bearer, Mark of Tzeentch
- Chaos Warhounds (60pts)
10x Chaos Warhound
- Chaos Warriors (279pts)
Champion, Musician, Standard Bearer, Mark of Khorne
- Marauder Horsemen (75pts)
- 5x Marauder
Fast Cavalry, Horselords, The Will of Chaos
5x Shields, 5x Throwing spears
Tags: games workshop, gaming, Getting Started, warhammer, Warhammer Fantasy Posted in CMO news, WH Fantasy Battle, games workshop | No Comments »
Thursday, December 8th, 2011
Necrons deserve this update.
 New and a Hundred Times Improved
I don’t think any army in the 40K universe has been as marginalized as the Necrons, which is a shame. Just look at 5th edition’s publication history: six imperial codices, four of them space marine-based! That’s a serious proliferation of power armor, and damaging to the variety of the game. While the new Necron codex and models are especially great for old-school Necron players, it’s just as good for everyone else as well. Here’s why.
Necrons represent a very important element in the sci-fi landscape of Warhammer, one which has hardly been touched on in the past because of GW’s obsession with all things Imperial. They encompass the coolness of both the undead, as well as artificial intelligence. After I became a fan of the hobby and introduced it to friends, many of them were immediately drawn to the Necrons. Their art, style, and photography in the main rulebook is very alluring for new players. After all, they were the bad-guys (and who doesn’t like the bad guys?), and the idea of playing an entire army of terminator-like skeletons is way cool. Even newcomers to the game are probably familiar with the idea of Space Marines—even if it’s just through the images “borrowed” by video games like Star Craft, which makes something as strikingly different as the Necrons a fun alternative.
The illusion wore off after a few games, when we realized that the old Necron codex offered fewer units, fewer options, and a pitiful level of competitiveness. No matter how much one may love an army’s backstory or models, the sting of constantly losing gets old. That’s why we hardly see Necrons at tournaments, or even local clubs. You can’t win with them, at least not consistently or against skilled opponents, simply because of the obsolescence imposed on the Necrons by the favoring of other armies. How many tournaments have you been to where you fought almost entirely Space Marines? Am I the only one who thinks that humanities ultimate defenders are more interesting when they’re fighting things that AREN’T humans?
The Necron update is great for everyone because it adds an important element to the universe that we spend tons of time, and money in. The new rules will create unique games and give our Space Marine armies something to fight, making them (and all the other xenos armies) more fun. It strengthens the 40K story by bringing new style and depth to what’s out there in the galaxy. It gives us something new to look at on the table, and new challenges for our armies to overcome.
Most of all, it gives current Necron players the satisfaction of knowing that they were right all along, and that when everyone else jumped onboard with the flavor-of-the-month Space Marine army, they were the ones who were keeping it real the whole time.
Rejoice in the opening of the Necron tombs, and hope that we’re given more new stuff down the road to broaden the horizon of the game.
 Embrace the Souless Legion
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Tuesday, November 15th, 2011
Holiday Sale 25% off Games Workshop products.
Once again it’s time for the Annual Chaosmailorder.com Games Workshop holiday sale. Take 25% off most regular range items.
To see exactly which items are on sale please email to Chaosmailorder@aol.com and request a pdf catalog or just give us a call toll free at 1-877-40-CHAOS (877-402-4267)
Available catalogs include:
Just Warhammer 40K
Just Warhammer Fantasy
Just Lord of the Rings
Just Hobby Supplies
The complete catalog
Sale ends December 16th, 2011
Also watch for our Black Friday coupon code for website wide specials on Thanksgiving weekend.
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Thursday, November 10th, 2011
If you’ve ever read my posts on this blog, you know that I love orks. If you’ve ever played against my orks, you know that they stomp faces in. Despite the numerous notches on the ork’s belt, I still get queasy waiting for other armies to blow huge holes in my assault. Though it doesn’t always happen, I know it easily can; all those armor values of 10 and 6+ armor saves are pretty much asking to be ripped apart. The orks prove themselves though, adding human, eldar, and tau heads to their trophy racks regularly. So, while it may hurt me in the long run, here are some tips you can use to counter the green horde.
Know Your Foe. Orks can really only do one thing well: fight. If they aren’t in your face, the battle is going your way. Their shooting, while probably underrated, is still bad. Lootas are their only good long-ranged units (“good” being relative, we’re talking orks here), and even their “tank-hunting” weapons only hit every once every three shots. The true threat are power klaws, which are every where. Klaws are the best weapon orks have, and pack a wallop. Ork mobs are dense but easy to kill when not in cover, and even easier when you initiate the attack. When charging, they can hit very hard, and their large mobs mean lots of bodies you’ll have to deal with once they’ve got their hands on you. This charge will mostly come from one of their open-topped vehicles, which aren’t very powerful, but incredibly good at getting their cargo in.
Here are of the biggest ork weaknesses you can exploit:
- Lazy. Orks have mediocre stats, and can easily be defeated if you get the jump on them. Their low initiative and strength means that they’re outmatched if you can initiate the charge.
- No Psychic Defense. Select and use your most destructive powers, because the orks can’t do anything to stop them.
- Horrible Armor. Orks die like crazy. They love it. Properly placed flamer or blast templates will wipe the floor with them. Favor these weapons over single shot weapons.
- No Long Ranged Support. Lootas aside, ork shooting only occasionally does anything. This lets you move through fire lanes without fear of getting hit. Just be ready for the charge.
- Poor Vehicle Armor. Orks only have one armor facing in their entire codex that’s above 12, and plenty of them that are 10. This means that you can save points in your list by purchasing lower strength weapons (that often have more shots) instead of expensive single-shot weapons like meltas.
Beware. When you’re outnumbered 3:1 by a bunch of screaming greenskins, knowing which one’s to shoot first becomes important.
- Big Meks: While a warboss is a beast in assaults, big meks provide much more to an ork list because of their kustom force fields. Know where the field is, and when shooting at it is a waste of time.
- Nobz!: No matter where they are, or what vehicle they’re in—they are your priority. Nobz murder everything, and are very tough. Power and low AP weaponry becomes very useful here; STR 8 blasts are even better because it’ll cause instant death.
- Killa Kanz. A top competitor for best all unit in the ork codex, killa kanz are very destructive in close combat and quite capable at shooting as well. Their grotzooka is one of the best deck-sweepers in the game, and will make mince-meat of exposed infantry.
- Warbikers/Deffkoptas. Tough, fast, and versatile, these two units also have twin-linked, strength 5 guns, which can perform surprisingly well.
- Trukks. OK, so everyone laughs that trucks are lame and easy to blow up, and they’re right, but what’s important is what happens if you DON’T blow them up—you get smashed by the orks charging out of them.
- Gretchin. For some reason people keep leaving my gretchin alive, which is never a good idea. They’re sneaky, dirt cheap, and are perfect for holding objectives in cover– kill them before they get there!
Tactics. Here are a few tricks that’ll stop the horde in their tracks.
- Don’t face it head on. Ork armies take up a lot of space to deploy. Add to this the fact that they won’t be shooting much on turn one, means that you can count on being safe for the first turn. Use this to your advantage by castling up in the corner. This will take orks on the far side of the horde too far away to traverse the diagonal distance across the board to get you. In the best case it can take almost half of the horde out of the equation for several turns.
- Transparent Strategy. With the possible exception of kommandos, you know exactly what the ork general is going to do: the only thing his army can—charge! Be prepared for this by getting your fire lanes open and taking down transports. You know what will happen if he gets to you.
- Dealing with the Kustom force field. This is easily the best piece of wargear in the ork codex, and it will ruin your day because it essentially stops 50% of your shooting attacks from getting through. This is huge, and you will waste your time trying to get through it. Go after the sure thing—that truck or buggy speeding up the flanks—rather than beat your head against the wall trying to blow up the battlewagon with lascannons. Adjust your line to deal with the wagon once it’s there, rather then waste your one or two turns of firing on an gamble.
- Vehicle Blocking. Against orks, your vehicles become more important for protecting you, rather then moving you. Consider disembarking your troops the turn before they get to you, then pivot your vehicles to expose their profiles to the orks. This will create a wide wall that will block the orks from getting to your troops. The orks can only charge one unit, and if they want to to get to your troops that means it’ll have to be the vehicle, which means your infantry will be a good position for a counterattack.
- The Right Weapons. Meltas are wasted on orks, flamers are not. A single template will cut a huge wedge right out of the boyz.
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Thursday, November 3rd, 2011
With all of Drew’s great Imperial Guard content on our blog lately, it inspired me to poke back with some guard info of my own—mostly on how to SMASH THEM! This post will kick off a new series for me, “vs”, where I’ll give you some battle-tested techniques for taking down enemy lists.
Know Your Foe. Guns and tanks, that’s about it. Guard armies are one of the easiest to plan for because you know, with only the most bizarre of exceptions, that you’ll be up against these two things. Guard rely on a massive amount of artillery to get the job done, and the have easy access to huge templates en masse. While the fusillades of heavy weapons are devastating, their large infantry platoons can be just as effective due to their numerous special weapons and model count.
However, the guard does have a few Achilles’ heels that you can exploit:
- Feebs. The only thing that dies faster in close combat are gretchin. Guardsmen are like lambs to the slaughter for almost any army, which means that if you can get into assault—you’ve probably won.
- No Psychic Defense. Let those powers loose. Blood lance, lash of submission, jaws of the world wolf, fortune… any and all will give you an edge, especially those which provide cover saves to protect you from the hour-long shooting phase you’ll endure.
- Swarms. Units of guardsmen may as well be swarms, because even a standard flamer will take a huge bite out of their numbers. Since they love to hide their huge squads behind vehicles or area terrain, flamers are a handy tool to wipe out their scoring units, of which they can field countless.
- KP Heavy. All those vehicles the guard will bring can catch up with them in the long run; their lists sometimes offer you a KP ratio approaching 2:1!
Beware. When you’re staring down the barrels of a dozen tanks, it can be intimidating, but some things are definitely meaner than others.
- Company Command Squad: This HQ will be buffing up the entire army throughout the game, and it’s usually very tough to do anything about it. Guard players love to keep their HQs very will protected, because their almost as easy to kill as regular infantry. In my experience it is better to leave them be because of the difficulty in getting to them and the certain counter attack to follow if you invest in a tactical strike against them via deep strike, etc. Work on taking down things you know you can get instead.
- Infantry Platoons & Chimeras: While easy to kill on both accounts, guardsmen can surprise you if they catch you in the open. Their transports are rugged and versatile, while many guard players can manipulate the structure of their platoons to wiggle in a variety of special weapons.
- Valkyrie/Vendetta. Probably the best all around vehicle in the guard codex because of their reliable, precision firepower and their speed. A big priority because if anything is going to get a shot on your vehicle’s side armor—it’s this.
- Hydra Flak. These suckers can run in squadrons and put out huge light-armor shots, easily chewing through monstrous creatures and transports.
- Executioner. Do you play marines? Then take this thing out quickly. One round of it shooting will wipe the floor with your toughest, most badass, and expensive unit with massive amounts of plasma!
Tactics. Here are a few tricks I’ve learned to send the guard packing up early.
- Turn order? Unless you have tricks that bring in reserves fast, I recommend that you always take the first turn with the opportunity. A full round of guard shooting will not only give them an early edge, it takes FOREVER! You could instead decide to go second and keep everything in reserve, but unless you’ve got tricks to bring them in quickly I don’t recommend it. Guard shooting at your whole army is bad, but the guard shooting at only a few units as they mingle onto the board is worse.
- Speed! Get in close as fast as you can. In every game against the guard I’ve played it’s been like trying to storm a castle wall; as soon as the line breaks, they fold.
- Target Priority. This is probably the most important aspect to being a general against a guard army. You will have so many targets that it can be hard to pick and choose. In general, it’s useful to take down the things that will keep you from getting to the guard’s front lines, because once you’re there you’ll be in fine shape. Know where you’re vulnerable, and kill whatever the guard has that will exploit that weakness.
- Parking Lot. This is a great tactic to screw with guard players because it uses their tools against them. Position your army in tight formations so that the guard’s gunline becomes less effective. In general, you’ll want to go in the direction that his big guns aren’t, this way he’ll bunch up in an attempt to get line of sight to hit you. You’ll get easy cover saves, and in the best case find all his weak units in a row for a multiassault.
- Outflank. Guard players will usually have their heavy ordinance sitting in their backfield, where it shoots over anything to deny cover. They rarely move these vehicles, since their range is so huge and they don’t need line of sight—which means that they are vulnerable to sneaky assaulters.
Tags: 40k, CMO, games workshop, Warhammer 40k Posted in CMO news | No Comments »
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